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C-Basic Beam Warship Tutorial
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===Other Equipment=== Our ship's weaponry is complete, but there are a few other pieces of equipment we'll need before we're done - engines, power plants, and sensors, in particular. These are also created in the Create Research Project screen. (Note: This is a lot of prep work, but a lot of these components are going to get reused over and over again - you won't need to do this for every design) For engines, it's possible to mount a bunch of smaller engines to give your ship redundancy against battle damage, but the ship we're designing is a small cruiser that doesn't have space to make anything else redundant, so we won't do that with the engines either. Instead, we'll mount one larger engine, because bigger engines are more fuel-efficient. We have very low levels of engine technology, so this will be a rudimentary engine, but it should do the job. Pick a Nuclear Thermal engine, with an engine power ratio of 120% to give it a bit of extra speed without costing too much fuel, fuel consumption of 1L/EPH, no thermal reduction, and a size of 20, and hit Instant. That will look like this: Nuclear Thermal Engine EP153.60 Engine Power 153.60 Fuel Use Per Hour 171.33 Litres Fuel Consumption per Engine Power Hour 1.115 Litres Size 20 HS (1,000 tons) HTK 4 Thermal Signature 153.6 Explosion Chance 12% Max Explosion Size 38 Cost 76.80 Crew 24 Military Engine Development Cost 619 RP Materials Required Gallicite 76.80 Next, our power plant. We would eventually like to mount a total of six lasers on our design (two ship-killers and four point defense lasers), and each one has a recharge rate of 3, so we'll need 3*6=18 power. Again, our tech level here is fairly low, so pick a Pebble Bed reactor, no boost, and a plant size of 3.20, because that gets us the 18 power we need. (We could again choose to split the reactor if we wanted redundancy, but a 9-power reactor would be size 2, and two of those would be a total of 2*2=4 HS, which is 40 tons heavier than the single reactor. That's not what this design needs, so we'll make the big one.) Pebble Bed Reactor R18 Power Output 18.32 Power per HS 5.72 Explosion Chance 5% Max Explosion Size 9 Size 3.20 HS (160 tons) HTK 1 Cost 55.0 Crew 6 Development Cost 524 RP Materials Required Boronide 55.0 Finally, some sensors. There's four kinds of sensors we might want on our ship - an active search sensor optimized for finding the enemy's main ships, a separate active search sensor optimized for detecting enemy missiles and small craft, and two passive sensors that can let us detect enemy emissions without broadcasting our position. One of these sensors (the ship search sensor) was already designed in Part 4: [[Basic Ship Creation]]. We'll need to design an accompanying missile search radar. This is very similar, except that it'll only have a resolution of 1 (the smallest possible), which will make it far better at detecting small threats. Use the best sensor strength and EM sensitivity (12 and 6, respectively), a sensor size of 1.0, a resolution of 50 tons (1 HS), and no hardening or ECCM. It should look like this: Active Search Sensor AS4-R1 Active Sensor Strength 12 Sensitivity Modifier: 50% ECCM-0 Sensor Size 1.0 HS (50 tons) HTK 1 Resolution 1 Maximum Range vs 50 ton object (or larger): 4,370,189 km Range vs Size 6 Missile (or smaller): 393,317 km Range vs Size 8 Missile: 699,230 km Range vs Size 12 Missile: 1,573,268 km Chance of destruction by electronic damage 100% Cost 12.0 Crew 2 Development Cost 244 RP Materials Required Uridium 12.0 This will give us warning of missiles before they impact - for the 15000 km/s missiles we're designing this ship to fight, they can only cross 75,000 km per five-second tick, so we're going to be able to see them for at least five ticks before they hit us, even if they're very small. A ship using anti-missile missiles might want more detection range than this, but our anti-missile weapons are short-range lasers, so this is plenty for us. Instant-create this sensor. We also need those passive sensors. Under both EM Detection Sensors and Thermal Detection Sensors, choose sensitivity 5, sensor size 1, and no hardening. They'll each look something like this: Thermal Sensor TH1.0-5.0 Thermal Sensor Sensitivity 5 Sensor Size 1.0 HS (50 tons) HTK 1 Detect Sig Strength 10: 1.77m km Detect Sig Strength 100: 5.59m km Detect Sig Strength 1000: 17.68m km Chance of destruction by electronic damage 100% Cost 6.0 Crew 2 Development Cost 158 RP Materials Required Uridium 5.0 Instant-create those as well, and now we are ''finally'' ready to assemble our ship.
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